Sunteți pe pagina 1din 4

PRODUCT NO.

CA409

FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER! E-MAIL US AT: CUSTOMERSERVICE@ABANDONEDARTS.COM

ABANDONED ARTS PRESENTS:

EIGHTEEN NEW DISCOVERIES FOR USE WITH THE PATHFINDER ROLEPLAYING GAME

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

DISCOVERIES
As described in the Pathfinder Roleplaying Game: Advanced Players Guide , discoveries are incredible abilities gained at every even-numbered alchemist level. Grand discoveries are available at 20th level. An alchemist cannot select an individual talent more than once. Discoveries marked with an asterisk (*) modify an alchemists bombs, and do not stack. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemists level + the alchemists Intelligence modifier.

AUTOPSY (EX): You can perform an extended study to analyze a dead

creature in order to determine some of the specific circumstances surrounding the death of the creature studied. The study requires access to an alchemical laboratory and a minimum of 24 hours of physical experimentation, although you are not necessarily required to perform the analysis in a single 24-hour session. At the conclusion of 24 hours of study, you may make a single Heal check to determine the general events that caused the creature to die. The DC is equal to 20 plus twice the number of weeks that the creature has been dead. Autopsy reveals general information, such as this creature was killed by a death effect, but not specific detail, such as this creature was killed by a finger of death spell. You also determine the time of death to within a week, and the gender and approximate age of the corpse in question, if such was not immediately apparent. If you also possess the deep analysis discovery (see below), you may elect to perform an autopsy and a deep analysis at the same time, as a part of the same extended study.

prepare while under the effects of another mutagen, you immediately recover a number of hit points equal to your Constitution modifier times your Hit Dice. The effects of the latest mutagen that you imbibe replace but do not stack with the effects of the original mutagen.

CUMULATIVE MUTAGEN (EX): When you imbibe a mutagen that you

CRAFT WONDROUS ELIXIR (EX): You can craft magical beads, dusts,

elixirs, glues, powders, soaps, solvents, and other wondrous items consisting of alchemical materials or potion-like objects as if you had the Craft Wondrous Item feat. An alchemist must be at least 4th level before selecting this discovery.

willing or helpless creature as a full-round action. Make a Heal check opposed by the Sense Motive checks of any who observe the affected creature. Creatures that succeed on the opposed check believe the afflicted creature to be dead. Closer inspection is nearly impossible to fool; a DC 5 Heal check performed as a standard action reveals the deathlike trance for what it is. Left to its own devices, a creature will awaken in 2d12 hours. The creature can be forced awake before this time with a DC 15 Heal check performed as a full-round action. If an affected creature receives damage while induced, the creature may attempt a Will saving throw with a DC equal to 15 + the damage dealt or awaken. Otherwise, an affected creature remains unconscious for the duration of the deathly induction.

DEATHLY INDUCTION (SU): You can induce a death-like coma in one

DEEP ANALYSIS (EX): You can perform an extended study on a dead,

COMBINE POTIONS (EX): You can combine two potions in order to combine the potency of both into a single brew. Both potions must duplicate the same spell effect, and combining the brews requires access to an alchemical laboratory and 1 hour of uninterrupted work. The resulting brew has a caster level equal to the combined caster levels of the combined potions, to a maximum caster level equal to your alchemist level.
bomb must succeed on a Fortitude saving throw or become coated with a harsh and irritating powder that causes great discomfort and pain. After one round, the corrosive airborne irritant within the cloud dissipates, though creatures that fail their saving throws continue to suffer the effects of the residue for a number of rounds equal to half your alchemist level. Living creatures affected take 1d4 points of acid damage at the beginning of each turn, and take a -2 penalty to their Dexterity scores. A creature so affected may spend a full round action itching and scratching at the residue in order to relieve itself of the effects. Doing so causes the creature to receive 1d4 points of acid damage for every round remaining on the duration of the effect. An alchemist must have the smoke bomb discovery and must be at least 8th level before selecting this discovery.

CORROSIVE BOMB (SU)*: Creatures within the area of your smoke

unconscious, or otherwise helpless creature in order to analyze and better understand the creature and its anatomy. The study requires access to an alchemical laboratory and a minimum of 24 hours of physical experimentation, although you are not necessarily required to perform the analysis in a single 24-hour session. At the conclusion of 24 hours of study, you may make a single Knowledge skill check to identify the creature and learn its properties and weaknesses, even if you have previously performed or failed such a check. You gain a +8 circumstance bonus on the Knowledge check, plus an additional +2 circumstance bonus for every hour beyond the required 24 hour minimum that you spent studying the creature (up to a maximum circumstance bonus of +40 at 20 additional hours of analysis). If you also possess the autopsy discovery (see above), you may elect to perform an autopsy and a deep analysis at the same time, as a part of the same extended study. delay the onset of your transformation for 1 hour by succeeding on a DC 10 Will save. Every hour beyond the first, you must succeed on a new saving throw or transform involuntarily. Every saving throw after the first has a Will saving throw increased by a cumulative +5. At any time, you may transform voluntarily as a swift action.

DELAY MUTAGEN (EX): When you drink a mutagen, you may elect to

ELASTIC FLESH (EX): You gain a +8 circumstance bonus on Disguise


and Escape Artist skill checks whenever you are in a mutagenic form.

powder that renders ethereal and invisible creatures partially visible on contact. This ability is a standard action that uses up one of your daily uses of the bomb ability, and requires a ranged touch attack to hit. You can throw the dust up to 30 feet, and ethereal and invisible creatures affected are revealed as though outlined by a glitterdust effect. The effects of the powder wear off after 1 round. Alternately, you can apply the dust to a fire-based light source (such as a candle or a torch) in order to reveal all such creatures within the area illuminated by the light source, which adopts an unearthly silvery quality for 1 round. Any ethereal and invisible creatures within the area are outlined for 1 round before this effect fades.

ETHER DUST (SU): You can create and throw a fistful of alchemical

damage to a creature with a successful grapple maneuver, you may choose to inject the creature with a potion or dose of poison instead. If you have the infusion discovery, you may inject an opponent with one of your extracts instead. As a part of the action used to perform the grapple maneuver, you create and prepare a special alchemical syringe with which you deliver the potion or poison. Using this ability uses up one of your daily uses of the bomb ability.

LETHAL INJECTION (EX): Whenever you would deal unarmed strike

treated formula that causes immediate and instantaneous plantlike growth. This ability is a standard action that uses up one or more of your daily uses of the bomb ability, and can be thrown or sown up to 30 feet. A formula affects a 10-foot square and causes a thick tangle of green growth to take root and grow in the affected spaces. Treat the affected area as though it contained light undergrowth. At your option, you may expend a second daily use of your bomb ability when you create and throw a fecund formula in order to cause the growth to generate a dimly-luminescent fungus throughout the undergrowth that causes the affected area to radiate dim light in a 5-foot radius, equivalent to the light generated by a candle. The growth persists for a number of rounds equal to your alchemist level before decaying. Alternately, you can expend ten uses of your daily bomb ability to cause a permanent area of light undergrowth (to include luminescent fungus at your option) to take root. The area to be affected must contain fertile soil, and the plants must be tended to and cared for the in same way that any naturally-growing plant would. Sowing the formula in this manner requires one minute of uninterrupted work. An alchemist must be at least 4th level before selecting this discovery.

FECUND FORMULA (SU): You can create and throw an alchemically-

LOBOTOMIZE (EX): You can subject a helpless living creature to an invasive alchemical process that permanently reduces the creatures Intelligence, Wisdom, and Charisma scores to 1. The creature gains an indifferent attitude with regard to other creatures and takes a -8 penalty on ability checks, attack rolls, initiative checks, saving throws, and skill checks. The effects of a lobotomy are permanent, and can only be removed by a wish or miracle spell. The process requires 1d4 hours of uninterrupted work and access to an alchemical laboratory.
create a dizzying confusion effect. When you imbibe a mad mutagen, you gain a form of controlled confusion (as the spell). The effect only manifests when you enter a situation that is stressful or dangerous (such as combat). You may roll twice to determine your actions each round, taking the most desired result, and you are never required to attack the last creature that attacked you. While confused in this way, you gain immunity to fear and to other confusion and insanity effects and you gain a +4 insight bonus on weapon damage rolls.

MAD MUTAGEN (SU): You may choose to grant a mutagen that you

NECROTIC MUTAGEN (SU): You gain the benefits of a false life spell

whenever you imbibe a mutagen. As long as you retain at least one temporary hit point from this effect, you gain a +2 bonus on Fortitude saving throws and on Will saving throws against mind-affecting effects. The caster level of this false life effect is equal to your caster level.

GRAND DISCOVERIES
ALCHEMICAL INTELLIGENCE (SU): You can concoct a miraculous
alchemical reagent capable of elevating mindless organic creatures to a state of rudimentary sentience. Creating and applying the reagent requires access to an alchemical laboratory, 1 hour of work, and a willing or helpless organic and mindless subject creature (such as a flesh golem, an ooze, an organic undead, or a vermin). That creature permanently gains an Intelligence score of 1 and is no longer mindless. to have the bomb inflict 1d4 points of Constitution drain rather than inflicting energy damage. The amount of Constitution drain dealt by a radiation bomb is reduced by 1 for each radiation bomb that hit the target in the past 24 hours, to a minimum of 1 point of Constitution damage. Creatures that suffer a direct hit and creatures that would receive splash damage from your radiation bomb are also exposed to a deadly but invisible effect called radiation poisoning. Furthermore, the area affected by your bomb becomes permanently suffused with radiation poisoning. This is an extraordinary effect that may not be removed or neutralized by any mortal spell save for a wish or miracle spell with a caster level of at least 20th. In addition to the effects detailed below, prolonged exposure to radiation poisoning may cause mutation or wreak havoc on local ecosystems or on entire species. Though radiation poisoning is a contact poison, it also lingers in the air. Airborne contact exposes a creature to the poison normally. Ability score damage caused by radiation poisoning can be removed by normal means. The effects of radiation are described below: Radiation poisoningcontact; save Fort DC 20; frequency 1/minute for 10 minutes; effect 1d3 Con drain; cure 2 consecutive saves.

RADIATION BOMB (EX)*: When you create a bomb, you can choose

alchemical secret: a volatile formula capable of converting alchemical energies into elemental life. Whenever one of your bombs kills a living creature with a direct hit, you may elect to convert the life energies of the slain creature into a living elemental creature. The elemental has a type which corresponds to the type of energy damage that your bomb deals (air elementals may be produced by electricity damage, earth elementals by acid damage, fire elementals by fire damage, and water elementals by cold damage). Other types of energy damage are not attuned to this ability and cannot produce elemental life. An elemental given life by your bomb has the same size as the creature slain, and is in no way beholden to you or under your control.

ELEMENTAL ALCHEMY (SU): You have unlocked an immensely potent

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 2000, Wizards of the Coast, Inc.; System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Players Guide. 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: Class Acts: Alchemists 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

CREDITS
Design and editing by Daron Woodson. Open Game License v 1.0 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Learn more about the Pathfinder Roleplaying Game at www.paizo.com.

S-ar putea să vă placă și